Special Qualities

Traits

Character traits are abilities that are not tied to your character's race or class. They can enhance the character's skills, racial abilities, class abilities, or other statistics, enabling a player to further customize their characters. At its core, a character trait is approximately equal in power to half a feat, so two character traits are roughly equivalent to a bonus feat. Yet a character trait isn't just another kind of power that can be add on to the character – it's a way to quantify (and encourage) building a character background that fits into the campaign world. Think of character traits as "story seeds" for backgrounds; after a player picks their two traits, they'll have a point of inspiration from which to build their character's personality and history. Alternatively, if the player already has a background in mind or written down for their character, picking traits can be a way to quantify that background, just as picking race and class and ability scores quantifies other strengths and weaknesses of the character.

Many traits grant a new type of bonus: a "trait" bonus. Trait bonuses do not stack – they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage. It's certainly possible, for example, that somewhere down the line, a "Courageous" trait might be on the list of dwarf race traits, but just because this trait is on both the dwarf race traits list and the basic combat traits list doesn't mean they are any more brave if a player chooses both versions than if they choose only one.

Gaining Traits

When a player creates a character for a campaign, ask the GM how many traits may be selected. In most cases, a new PC should gain two traits, effectively gaining what amounts to a bonus feat at character creation. Some GMs may wish to adjust this number somewhat, depending upon their style of play; players may only be able to pick one trait, or the GM might allow three or more. Even if the GM normally doesn't allow bonus traits, a player might still be able to pick up some with the Additional Traits feat.

Types of Traits

There are five types of character traits to choose from: basic (split among four categories: Combat, Faith, Magic, and Social), campaign, race, regional, and religion. Only a selection of character traits is listed here – more traits from all categories can be found in Pathfinder Player Companions, available at your local game store or from paizo.com.

Basic Traits: Basic traits are subdivied among the categories of Combat, Faith, Magic, and Social. These four categories roughly equates to the four differernt types of adventuring and campaigning, but aren't tied to specific classes. It's very possible to have a religious swashbuckler, social barbarian, or a magic-obsessed gunslinger. Basic traits are "generic," and should be able to fit into any campaign setting with a minimum of customization.

Campaign Traits: These traits are specifically tailored to give new characters an instant hook into a new campaign.

Race Traits: Race traits are keyed to specific races or ethnicities, which the character must belong to in order to select the trait. If the character’s race or ethnicity changes at some later point (perhaps as a result of polymorph magic or a reincarnation spell), the benefits gained by the race trait persist – only if the character’s mind and memories change as well as their body does the character lose the benefits of a race trait.

Regional Traits: Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a regional trait, the character must have spent at least a year living in that region. At 1st level, characters can only select one regional trait, typically the one tied to the character's place of birth or homeland, despite the number of regions the player might wish to write into the character's background.

Religion Traits: Religion traits indicate that the character has an established faith in a specific deit. The character need not be a member of a class that can wield divine magic to pick a religion trait, but the character does have to have a patron deity and have some amount of religion in their background to justify this trait. Unlike the other categories of traits, religion traits can go away if the character abandons their religion.

Restrictions on Trait Selection

There are a few rules governing trait selection. To begin with, the GM controls how many bonus traits a PC begins with. In most campaigns characters start with two traits. When selecting traits, the player may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose). Certain types of traits may have additional requirements. These requirements can be found in the Gaining Traits section above.

Remember also that traits are intended to model events that were formative in the character's development, either events from before he became an adventurer, or ones that happened while adventuring in the case of additional traits gained via the Additional Traits feat. Even if the character becomes a hermit and abandons society, they will still retain their legacy of growing up an aristocrat if the character has the relevant social trait. The one exception to this is religion traits – since these traits require continued faith in a specific deity, the character can indeed lose the benefits of these traits if they switches religions. In this case, consult the GM for options. The GM may simply rule that the character loses that trait, or the GM might allow the player to pick a new religion trait tied to their new deity. Another option is that if the character abandons a religion, they loses the associated religion trait until they gains an experience level, at which point the character may replace a lost religion trait with a basic faith trait.

Traits
Name Description Type Subtype Source
AdoptedThe character was adopted and raised by someone not of their actual race, and raised in a society not their own. As a result, the character picked up a race trait from their adoptive parents and society, and may immediately select a race trait from their adoptive parents' race.basicsocialapg
AnatomistThe character has studied the workings of anatomy. The character knows where to aim their blows to inflict maximum damage. Characters that select this trait gain a +1 bonus on all rolls to confirm critical hits.basiccombatapg
Animal FriendThe character has long been a friend to animals, and feel safer when there are animals nearby. The character gains a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent towards the character) is within 30 feet, and Handle Animal is always a class skill.racegnomeapg
Armor ExpertThe character has worn armor for as long as they can remember. Whenever the character wears any sort of armor the reduce the armor's armor check penalty by 1. This may not reduce the penalty to below 0.basiccombatapg
BirthmarkThe character was born with a birthmark that resembles the holy symbol of the god they later chose to follow later in life. This birthmark can serve as a divine focus for casting spells . It also serves a physical manifestation of the character's faith, grainting them a +2 trait bonus against all charm and complusion effects.basicfaithapg
Black SheepThe character was born and raised in town. They know many of the region's secrets and the locals already know who they are. The character isn't quite hated in town, but folk seem to think they're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect the character, but the law-abiding citizens don't. The character gains a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill. In addition, they can choose any one notorious citizen from below as an ally; depending on the person they pick, they'll get different benefits.
  • Apothecary: Everyone suspects the sweaty, shifty-eyed apothecary sells poisons from his cluttered, acrid smelling wreck of a shop. The character is one of the few in town who know this for a fact. The character starts the game with 400 gp worth of poison, and the apothecary will continue to sell the character poison as long as they don't spread the word.
  • Bitter Nobleman: A local unscrupulous family was hit hard recently, revealing criminal ties that damaged its reputation as well. One noble is eager to rebuild his presence in town, and the character is one of the ones he's selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. The character's work for the family gives them a +1 trait bonus on that skill, and it is always a class skill.
campaignapg
BruteThe character has worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. The character gains a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill.racehalf-orcapg
BulliedThe character was bullied often as a child, as such the character is constantly on guard to defend themselves. This trait confers a +1 trait bonus on attacks of opportunities make with unarmed strikes. Note, this trait does not confer the ability to make unarmed attacks of opportunities. The character still needs to be a Brawler, Monk, or possess the Improved Unarmed Strike.basiccombatapg
BullyThe character grew up in an environment where the meek were ignored and they often had to resort to threats or violence to be heard. The character gains a +1 trait bonus on Intimidate checks, and Intimidate is always a class skillq.basicsocialapg
CanterThe character grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don't faze the character in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to the character gains a +5 bonus on their Bluff check. When the character attempts to intercept a secret message using Sense Motive, they gain a +5 trait bonus on the attempt.basicsocialapg
CaretakerThe character served as an assistant when tending to the sick and wounded. The character gains a +1 trait bonus on all Heal checks and Heal is always a class skill for the character.basicfaithapg
CharmingBlessed with good looks, the character has come to depend on the fact that others find them attractive. They gain a +1 trait bonus when they use Bluff or Diplomacy on a character that is (or could be) sexually attracted to them, and a +1 trait bonus to the save DC of any language-dependent spell they cast on such characters or creatures.basicsocialapg
Child of Nature (N)The character has been blessed to be as comfortable in the wilderness as they are at home. The character gains a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (character's choice) is always a class skill.religionNapg
Child of the StreetsThe character grew up on the streets of a large city, and as a result they have developed a knack for picking pockets and hiding small objects on the character's person. The character gains a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill.basicsocialapg
Child of the TempleThe character serverd in a temple in their youth. As such the character picked up many of nobilities customes as well as spenidng time in the temples libraries. The character gains a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. In addition, one of these skills (character's choice) is always a class skill.basicfaithapg
Classically SchooledThe character's apprenticeship or early education was particularly focused on the direct application of magic. They gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill.basicmagicapg
CourageousThe character's childhood was full of danger and brutality. Somehow the character was able to persever (either through force of will or strength of faith). The character gains a +2 trait bonus on saving throws verses fear effects.basiccombatapg
Dangerously CuriousThe character has always been intrigued by magic, possibly because they were the child of a magician or priest. The character often snuck into their parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for them parent as a result. The character gains a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill.basicmagicapg
Deft DodgerThe character grew up in a rough neighborhood, or other dangerous environment. This upbringing hone the character's senses, granting the character a +1 trait bonus on their Reflex saves.basiccombatapg
Demon Hunter (LE)Raised in the church (whether or not the character is currently a follower), the character've focused the character's indoctrinated fervor primarily on the elimination of demons. The character gains a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.religionLEapg
Desert Child (desert)The character was born and raised in rocky deserts. The character are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.regionaldesertapg
Devotee of the GreenThe character has a great affinity with the natural world or is devoted to a god of nature. The character gains a +1 trait bonus on Knowledge (geography) and Knowledge (nature) skill checks. In addition, one of these skills (character's choice) is always a class skill.basicfaithapg
Dirty FighterThe character grew up learning to take advantage of working together as part of team in combat. When dealing damage to an opponent that the character is flanking, the character receives a +1 trait bonus to damage. This damage is multiplied on a critical hit.basiccombatapg
Divine Courtesan (CN)The character worked in one of their goddess's temples as a sacred courtesan, and they know how to flatter, please, and (most of all) listen. The character gains a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (character's choice) is always a class skill.religionCNapg
Divine Warrior (LG)From an early age, the character was trained by a militaristic order of clerics. The character is devoted both to the teachings of their goddess and to spreading those teachings by force. The character gains a +1 trait bonus on melee weapon damage when they cast a divine spell that affects weapons.religionLGapg
Ear for Music (NG)The character spent countless hours of their youth in one of their goddess's temples, listening to wonderful musicians and singers. The character gains a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.religionNGapg
Ease of FaithThe character's mentor took steps to ensure that the character understands that the character's divine powers is no different from that of other religions. This world view makes it easy for the character to interact with views that differ from their own. The character gains a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for the character.basicfaithapg
Elven ReflexesOne of the character's parents was a member of a wild elven tribe, and the character has inherited a portion of their elven parent's quick reflexes. The character gains a +2 trait bonus on Initiative checks.racehalf-elfapg
ExileFor whatever reason, the character was forced to flee their homeland. Chance or fate has brought the character to town, and it's here that the character's money ran out, leaving them stranded in this small town. The character is also being pursued by enemies from their homeland, and that has made them paranoid and quick to react to danger. The character gains a +2 trait bonus on Initiative checks.campaignoutlanderapg
Eyes and Ears of the City (LN)The character's religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. The character gains a +1 trait bonus on Perception checks, and Perception is always a class skill.religionLNapg
Failed ApprenticeAs a child, the character's parents sent them to a distant wizard's tower as an apprentice so that the character might learn the arcane arts. Unfortunately, the character had no arcane talent whatsoever, though they did learn a great deal about the workings of spells and how to resist them. The character gains a +1 trait bonus on saves against arcane spells.racehalf-elfapg
Fast-TalkerThe character had a knack at getting themselves into trouble as a child, and as a result developed a silver tongue at an early age. The character gains a +1 trait bonus on Bluff checks, and Bluff is always a class skill.basicsocialapg
Favored Son/DaughtersThe character was born and raised in the town of Sandpoint or its surrounding farms. They know many of the region's secrets, and the locals already know who they are. The character is well liked in town, and they'll have lots of friends in the region, but the town's tougher side sees the character as a snitch or a pansy. The character gains a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill. In addition, the character can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person the character pick, the character'll get different benefits.
  • Tavern Owner: One of the town's most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends,the character is guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of the character's loot for them - as a result, they gain an additional 10% over the amount of gp they normally would get from selling off treasure.
  • Sheriff: The no nonsense arm of the law, is like the uncle the character never had. The benefits of being close friends with the town sheriff are extensive, and the character can call in favors from the sheriff once per game session. A favor can either get the character out of a legal jam, hook them up with a town guard for help, or give them a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
campaignapg
FencerThe character spent hours everyday learning the general principles of fencing. The character could have had private tutors or been the pupil of a rouge swashbuckler. The character gains a +1 trait bonus on attacks of opportunity made with daggers, swords, or other similar weapons.basiccombatapg
Flame of the Dawnflower (NG)The character has been raised to view themselves as a blade in their goddess's service, or the character has taken that duty on for themselves. Whenever the character scores a critical hit with a scimitar, the character deals an additional 2 points of fire damage to theirr target.religionNGapg
Focused MindThe character's childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged their ability to block out distractions and focus on the immediate task at hand. The character gains a +2 trait bonus on concentration checks.basicmagicapg
ForlornHaving lived outside of traditional elf society for much or all of the character's life, they know the world can be cruel, dangerous, and unforgiving of the weak. The character gains a +1 trait bonus on Fortitude saving throws.raceelfapg
Fortified Drinker (CG)The character's god's holy brews invigorate the character's mind, making the character less susceptible to mental attacks. Whenever the character imbibe any alcoholic beverage, the character gains a +2 trait bonus on saves against mind-affecting effects for 1 hour.religionCGapg
Freedom FighterThe character's parents allowed escaping slaves to hide in their home, and the stories the character has heard from them instilled into them a deep loathing of slavery. The character gains a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill.racehalflingapg
Gifted AdeptThe character's interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected the character physically or spiritually. This early exposure to magic has made it easier for them to work similar magic on their own. The character selects one spell when this trait is choosen - from this point on, whenever the character casts this spell, its effects manifest at +1 caster level.basicmagicapg
Gifted SniperWhenever the character makes an attack against target that is unaware (flat-footed, helpless, unconscious, etc.) they gain a +1 trait bonus to damage rolls.basiccombatihif
GoldsnifferThe character's keen senses lead the character to hidden treasures. The character gains a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.racedwarfapg
Guardian of the Forge (LG)The character's god's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. The character receives a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (character's choice) is a class skill.religionLGapg
Hedge MagicianThe character apprenticed for a time to a craftsman who often built magic items, and who taught the character many handy shortcuts and cost-saving techniques. Whenever the character crafts a magic item, reduce the required gp cost to make the item by 5%.basicmagicapg
Highlander (hills or mountains)The character was born and raised in rugged badlands or hills, and the character has become something of an expert at evading the predators, monsters, and worse that haunt the highlands. The character gains a +1 trait bonus on Stealth checks, and Stealth is always a class skill. This trait bonus increases to +2 in hilly or rocky areas.regionalhills or mountainsapg
History of HeresyThe character was raised with heretical beliefs that has made it difficult for them to accept most religious beliefs. These views have often been the cause of the character, or those that they love, being treated as pariahs. As a result the character has turned their backs on religion. As long as the character does not have any levels in a divine spellcasting class they gain a +1 trait bonus on all saving throws against divine spells.basicfaithapg
Indomitable FaithThe character was born in a region where their faith was not popular. The character never abandoned their faith. The character's constant struggle to maintain their faith has only strengthened their resolve. The character gains a +1 trait bonus to their Will saves.basicfaithapg
KillerThe character made their first kill at a very the characterng age. The character gains a trait bonus to damage on a successful critical hit equal to the weapon's critical multiplier. This damage is added to the final damage and is not multiplied by the critical hit.basiccombatapg
Log Roller (forest)The time the character spent leaping between slippery logs as they whirled down the river to market taught them how to keep theirr footing. The character gains a +1 trait bonus on Acrobatics checks and a +1 trait bonus to their CMB when attempting to resist trip attacks.regionalforestapg
Lore SeekerThe secrets of an ancient fallen civilization intrigue the charactet, particularly the magical traditions of its highly mystical culture. They've studied magic intensely, and hope to increase that knowledge by adding ancient lore. The character has come to the region to pursue that study, and chose the town as their base because it was out of the way of bigger cities - meaning less competition to study the ancient monuments in the region. The character gains a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill. If the character casts arcane spells, pick three spells on their spell list. The character is particularly adept at casting these spells, so they function at +1 caster level when the character casts them, and their save DCs (if any) gain a +1 bonus.campaignoutlanderapg
Magic is Life (N)The character's faith in magic allows them to reflexively use the energy of any spell effect on them to save themselves from death. As long as the character is under the effects of any spell, the character gains a +2 trait bonus on saving throws against death effects. If the character is reduced to negative hit points while the character is under the effects of any spell, the character automatically confirm stabilization checks to stop bleeding.religionNapg
Magical KnackThe character was raised, either wholly or in part, by a magical creature, either after it found the character abandoned in the woods or because their parents often left them in the care of a magical minion. This constant exposure to magic has made its mysteries easy for the character to understand, even when they turn their mind to other devotions and tasks. Pick a class when the character gains this trait - the character's caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise their caster level above the character's total level/Hit Dice.basicmagicapg
Magical LineageOne of the character's parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two - and the character has inherited a fragment of this greatness. Pick one spell when the character selects this trait. When apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.basicmagicapg
Magical TalentEither from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, the character has mastered the use of a cantrip. Select a 0-level spell. The character may cast that spell once per day as a spell-like ability. This spell-like ability is cast at the character's highest caster level gained (minimum 1). The spell-like ability's save DC is Charisma-based.basicmagicapg
Mathematical ProdigyMathematics has always come easily for the character, and they have always been able to "see the math" in the physical and magical world. The character gains a +1 trait bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (character's choice) is always a class skill.basicmagicapg
Militia Veteran (any town or village)The character's first job was serving in a civilian militia in their home town. Skills learned through daily drilling and protecting their fellow townsfolk gave them special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. The character gains a +1 trait bonus on that skill, and it is always a class skill.regionalany town or villageapg
MissionaryThe character has come to town to see about expanding the presence of their chosen faith after receiving visions that told the character that their faith is needed in the region - what that need is, though, the character is not quite sure. They gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill. If the character casts divine spells, pick three spells on their spell list. The character is particularly adept at casting these spells, so they function at +1 caster level when the character casts them, and their save DCs (if any) gain a +1 bonus.campaignoutlanderapg
Natural ShotThe character has a natural affinity for firearms. The character selects a single type of firearm, such as pistol or musket. When using this type of firearm the character gains +1 to hit against targets within 30ft. basiccombatihif
Natural-Born LeaderThe character has always found themselves in positions where others look up to them as a leader, and they can distinctly remember an event from the character's early childhood where they led several other children to accomplish a goal that they individually could not. All cohorts, followers, or summoned creatures under the character's leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If they character ever takes the Leadership feat, they gain a +1 trait bonus to their Leadership score.basicsocialapg
OutcastDriven from town after town because of the their heritage, the character has become adept at living apart from others. The character gains a +1 trait bonus on Survival skill checks, and Survival is always a class skill.racehalf-orcapg
Patient Optimist (LG)The character knows that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. The character gains a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if the character fail at such an attempt, the character may retry it once.religionLGapg
Poverty-StrikenThe character's childhood was tough, and their parents had to make every copper piece count. Hunger was their constant companion, and they often had to live off the land or sleep in the wild. The character gains a +1 bonus on Survival checks, and Survival is always a class skill.basicsocialapg
RapscallionThe character has spent the character's entire life thumbing their nose at the establishment and take pride in their run-ins with the law. Somehow, despite all the mischievous behavior in the character's life, the character has never been caught. The character gains a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.racegnomeapg
ReactionaryThe character was bullied often as a child, but instead of learning to make a direct,offensive response, the character learned to anticipate sudden attacks and react quickly to danger. The character gains a +2 trait bonus on Initiative rolls.basiccombatapg
ReservistThe character has been trained to serve in an auxiliary military role, acting as a citizen soldier. The character selects a single type of firearm (pistol, rifle, or shotgun) from their era of play. The benefit granted by this trait depends of the firearms availability.
  • Very Rare Firearms :The non-weapon proficiency when using the selected firearms is only -2 instead of the normal -4 non-proficiency penalty.
  • Emerging Firearms: The selected weapon type is a Martial Weapon Proficiency instead of an Exotic Weapon Proficiency.
  • Commonplace Firearms: The selected firearm type is a Simple instead of a Martial Weapon Proficiency
  • Firearms are Everywhere: The character gains a +1 to hit when using the selected type of firearm while the character has any degree of cover.
regionalany town or villageihif
ResilientThe character grew up in a poor neighborhood, or during a time of great famine. As a result the character learned to overcome great physical challenges. This trait grants the character a +1 trait bonus on Fortitude saves.basiccombatapg
Rich ParentsThe character was born into a rich family, perhaps even the nobility, and even though they turned to a life of adventure anyway, the character gains a one-time benefit: their starting capital increases to 900 gp.basicsocialapg
River Rat (marsh or river)The character learned to swim right after they learned to walk. As a youth, a gang of river pirates put the character to work swimming in nighttime rivers and canals with a dagger in their teeth so they could sever the anchor ropes of merchant vessels. The character gains a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill.regionalmarsh or riverapg
Sacred ConduitThe characters's birth was painful and difficult, requiring divine magic to ensure the character's survival (the mother might not have survived). As a result the character was enfused with divine energy. Whenever the character channels divine energy the character gains a +1 trait bonus to the character's channel energy save DC.basicfaithapg
Sacred TouchThe character was exposed to a powerful source of positive energy. As a standard action the character can stabilize a dying creature by touching it.basicfaithapg
Savanna Child (plains)The character was born and raised among rolling plains or savannas. The character spent much of their youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. The character gains a +1 trait bonus on that skill, and it is always a class skill.regionalplainsapg
Scholar of RuinsFrom the moment they could walk and talk, the ruins of ancient civilizations have fascinated the character. Because of this, they have special insight into geography as well as expertise in exploring lost places. The character gains a +1 trait bonus onracehumanapg
Scholar of the Great BeyondEven as a child the character's interests did not lie in current events or the mundane world. The character has always felt as if they were born in the wrong era. The character takes to philosophical discussions about the Great Beyond and historical events with great ease. The character gains a +1 trait bonus on Knowledge (history) and Knowledge (planes) and one of these skills (character's choice) is always a class skill. basicfaithapg
SkepticGrowing up the character was always around magical effects to the extent that they realized much of it was mere smoke and mirrors. The character gains a +2 trait bonus on all saving throws against illusions.basicmagicapg
Starchild (CG)The character's goddess sensed the character's love of travel and promised them that they would always be able to find their way home. The character can automatically determine where true north is. The character gains a +4 trait bonus on Survival checks to avoid becoming lost.religionCGapg
SuspiciousThe character discovered at an early age that someone they trusted, perhaps an older sibling or a parent, had lied to them, and lied often, about something the character had taken for granted, leaving the character quick to question the claims of others. The character gains a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill.basicsocialapg
Tunnel FighterCaves and tunnels are a second home to the character While underground, they receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).racedwarfapg
Undead Slayer (N)Instructed at a the characterng age in the tenets of their faith, the character views the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. The character gains a +1 trait bonus on weapon damage against undead.religionNapg
Vagabond Child (urban)The character grew up among the outcasts and outlaws of their society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. The character gains a +1 trait bonus on that skill, and it is always a class skill.regionalurbanapg
Veteran of Battle (CN)The character has fought in several battles, and each time felt the presence of their god guiding their sword-arm, making them ready to act at a moment's notice. The character gains a +1 trait bonus on Initiative checks, and if the character is able to act during a surprise round, they may a draw a weapon (but not a potion or magic item) as a free action during that round.religionCNapg
Warrior of OldAs a child, the character put in long hours in combat drills, and though time has made this training a dim memory, the character still has a knack for quickly responding to trouble. The character gains a +2 trait bonus on Initiative checks.raceelfapg
Well-InformedThe character make it a point to know everyone and to be connected to everything around them. The character frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, the character gains a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (character's choice) is always a class skill.racehalflingapg
Wisdom in the Flesh (LN)The character's hours of meditation on inner perfection and the nature of strength and speed allows them to focus their thoughts to achieve things they character's body might not normally be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. The character make checks with that skill using the character's Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill.religionLNapg
World TravelerThe character's family has taken the love of travel to an extreme, roaming the world extensively. The character has seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. The character gains a +1 trait bonus on that skill, and it is always a class skill.racehumanapg
Traits
Name Description Type Subtype Source
AttachedThe character has a strong emotional attachment to a person or object that they are terrified of losing. The GM chooses the object of their attachment. Whenever the object of their attachment is either threatened, in danger, or in someone else's possession, the character takes a -1 penalty on Will saves and a -2 penalty on saves against fear effects. If the person or object to which they are attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.campaignucamp
AvariceDeep, compulsive greed gnaws at you. Whenever monetary treasure is divided, you must end up with a greater share of that treasure than their companions or they are wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to their allies. You become irritable, and can't take the aid another action for the next week.basicsocialucamp
DependentThe character is dependent upon the acceptance of others. Whenever the character fails a Diplomacy check, the character becomes shaken for 1 hour.regionalucamp
DoubtThe character lacks confidence in their abilities or confidence in the universe at large. Whenever the character fails a skill or ability check, the character takes a -4 penalty on that type of skill or ability check for the next hour.basicsocialucamp
Easily RattledWhenever the character is affected by a firearm with the Burst or Splash qualities they must pass a Will save (DC 14) or gain the Dazed condition for 1d4 rounds.basiccombatihif
Family TiesThe character's family is extremely important to them, and they feel disheartened when thet can't do what their family asks of them. When a family member makes a request of the character, the character must fulfill that request or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until either what was requested is completed or the character succeeds a DC 20 Will saving throw, which the character can attempt once per day at the start of each day. The character can't take this drawback if they have no family. If the character ever loses their family or lose contact with their family, exchange this drawback for the Doubt drawback.regionalucamp
Gun ExtremistThe character takes a -2 penalty on all Charisma skill checks when dealing with individuals who do not have a firearms proficiency. This penalty increases to -4 if the individual also has the gun shy feat. basicsocialihif
Gun ShyThe character is afraid of firearms. They suffer a -1 penalty to their Will saves whenever a gun is used in combat. This penalty only applies once and lasts for 1d4 days after the combat ends.campaignfirearmsihif
HeadstrongThe character feels compelled to correct every action and argument that contradicts their worldview. Whenever they witness an action or hear an argument that contradicts their alignment, the character must attempt to stop or correct that action or argument. If the character either don't try to stop it or fail in their attempt to stop it (as adjudicated by the GM), the character is shaken for 1 hour.regionalucamp
HedonisticThe character is a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If the character fails, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.basicsocialucamp
LovesickThe character's love for another occupies their every thought, and the character becomes despondent when the character is away from that person. The person is chosen by their GM. At the start of each day, if the character is away from this person the character takes a -2 penalty on initiative checks and Perception checks. If the character ever loses or falls out of love with this person, exchange this drawback for the Doubt drawback.basicsocialucamp
MeticulousThe character plans and prepares everything in detail, and aren't good at improvising when things don't go as planned. The character takes a -2 penalty on skill checks for skills with which they are untrained.basicsocialucamp
ParanoidThe character believes that someone or something is always out to get them, so they have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist the character must succeed at a DC 15 check instead of the normal DC 10 check.basicsocialucamp
Power-HungryThe character is addicted to power. The character takes a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.basicsocialucamp
PrideThe character can't abide challenges to their dignity, authority, or honor. When someone threatens, accuses, or challenges them, the character takes a -2 penalty onbasicsocialucamp
ProvincialThe character has only one way of looking at things: the right way. The character takes a -2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from their own.religionucamp
SentimentalThe character is sentimental, and their thoughts often stray to the past at inappropriate times. The character takes a -2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.basicsocialucamp
Twitchy Trigger FingerThe character is high-strung and a little on edge when the going gets tough. During the surprise round the misfire range of any firearm used by the character is increased by 1.basiccombatihif
VainThe character is sensitive about the way others perceive them. Whenever the character fails an opposed Charisma-based check, the character takes a -2 penalty on all Charisma-based checks for the next 24 hours.basicsocialucamp
XenophobicThe character has a hard time understanding and trusting those with unfamiliar ways and appearances. The character takes a -2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.regionalucamp
ZealousThe character is fanatical in their beliefs, ruled by emotion over reason. When they attack a creature that they know worships a different religion than they do, the character takes a -5 penalty on the attack roll and a +2 trait bonus on the damage roll with their first attack.basicfaithucamp